scummvm/sword2/defs.h

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef DEFS
#define DEFS
#define SIZE 0x10000 // 65536 items per section
#define NuSIZE 0xffff // & with this
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// global variable references
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// NB. 4 * <number from linc's Global Variables list>
#define VAR(n) (*(uint32 *) (g_sword2->_resman->_resList[1]->ad + sizeof(StandardHeader) + 4 * (n)))
#define ID VAR(0)
#define RESULT VAR(1)
#define PLAYER_ACTION VAR(2)
// #define CUR_PLAYER_ID VAR(3)
// always 8 (George object used for Nico player character as well)
#define CUR_PLAYER_ID 8
#define PLAYER_ID VAR(305)
#define TALK_FLAG VAR(13)
#define MOUSE_X VAR(4)
#define MOUSE_Y VAR(5)
#define LEFT_BUTTON VAR(109)
#define RIGHT_BUTTON VAR(110)
#define CLICKED_ID VAR(178)
#define IN_SUBJECT VAR(6)
#define COMBINE_BASE VAR(7)
#define OBJECT_HELD VAR(14)
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#define SPEECH_ID VAR(9)
#define INS1 VAR(10)
#define INS2 VAR(11)
#define INS3 VAR(12)
#define INS4 VAR(60)
#define INS5 VAR(61)
#define INS_COMMAND VAR(59)
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#define PLAYER_FEET_X VAR(141)
#define PLAYER_FEET_Y VAR(142)
#define PLAYER_CUR_DIR VAR(937)
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// for debug.cpp
#define LOCATION VAR(62)
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// so scripts can force scroll offsets
#define SCROLL_X VAR(345)
#define SCROLL_Y VAR(346)
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#define EXIT_CLICK_ID VAR(710)
#define EXIT_FADING VAR(713)
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#define SYSTEM_TESTING_ANIMS VAR(912)
#define SYSTEM_TESTING_TEXT VAR(1230)
#define SYSTEM_WANT_PREVIOUS_LINE VAR(1245)
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// 1=on 0=off (set in fnAddHuman and fnNoHuman)
#define MOUSE_AVAILABLE VAR(686)
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// used in fnChoose
#define AUTO_SELECTED VAR(1115)
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// see fnStartConversation and fnChooser
#define CHOOSER_COUNT_FLAG VAR(15)
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// signifies a demo mode
#define DEMO VAR(1153)
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// Indicates to script whether this is the Playstation version.
// #define PSXFLAG VAR(1173)
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// 1 = dead
#define DEAD VAR(1256)
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// If set indicates that the speech anim is to run through only once.
#define SPEECHANIMFLAG VAR(1278)
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// for the engine
#define SCROLL_OFFSET_X VAR(1314)
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// for the poor PSX so it knows what language is running.
// #define GAME_LANGUAGE VAR(111)
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// resource id's of pouse mointers. It's pretty much safe to do it like this
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#define NORMAL_MOUSE_ID 17
#define SCROLL_LEFT_MOUSE_ID 1440
#define SCROLL_RIGHT_MOUSE_ID 1441
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// Console Font - does not use game text - only English required
#define CONSOLE_FONT_ID 340 // ConsFont
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// Speech Font
#define ENGLISH_SPEECH_FONT_ID 341 // SpchFont
#define FINNISH_SPEECH_FONT_ID 956 // FinSpcFn
#define POLISH_SPEECH_FONT_ID 955 // PolSpcFn
// Control Panel Font (and un-selected savegame descriptions)
#define ENGLISH_CONTROLS_FONT_ID 2005 // Sfont
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#define FINNISH_CONTROLS_FONT_ID 959 // FinSavFn
#define POLISH_CONTROLS_FONT_ID 3686 // PolSavFn
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// Red Font (for selected savegame descriptions)
#define ENGLISH_RED_FONT_ID 2005 // 1998 // Redfont
#define FINNISH_RED_FONT_ID 959 // 960 // FinRedFn
#define POLISH_RED_FONT_ID 3686 // 3688 // PolRedFn
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// Control panel palette resource id
#define CONTROL_PANEL_PALETTE 261
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// res id's of the system menu icons
#define OPTIONS_ICON 344
#define QUIT_ICON 335
#define SAVE_ICON 366
#define RESTORE_ICON 364
#define RESTART_ICON 342
// res id of conversation exit icon, 'EXIT' menu icon (used in fnChoose)
#define EXIT_ICON 65
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#endif